| Flipz |
Hey, guys, newcomer to Pathfinder here (played D&D 5e for about four or five months when it first launched) looking for a little advice.
Some friends and I are starting a new group, and we've got a bit of an oddball party: Lashunta Occultist (aiming for a blasty sort of build), Grippli Rogue (possibly unchained, or possibly ninja, player is still deciding), Undine Monk, Kitsune Bard, Construct Fighter, and Sylph Witch (me), along with one or two low-power NPC allies.
I've already committed to be the party healer, but here's my dilemma: I wanted to be a hybrid healer-buffer (i.e. the Agility/Ancestors/Wisdom patrons combined with potion-making from Cauldron) or a hybrid healer-debuffer (probably Time patron while focusing in on a dedicated Hex build). However, with the Bard coming in I'm worried about my non-healing side becoming redundant, and with the Construct choosing Fighter over Warpriest, I'm now worried that I'll need to go Healing patron to keep up with healing/restoration needs (and I don't JUST want to be a healbot).
I'm also wanting to combine Herb Witch and Hedge Witch since they don't interfere with each other; I'm aware Herb makes Empathic Healing from Hedge irrelevant, but I'm okay with that (wasn't a real fan of that ability anyway, and the real meat for me is the spontaneous healing). I'll be taking Extra Hex as my 1st-level Feat to get back the Healing hex I'd otherwise be missing from Herb, between that and prepared Cure spells and spontaneous healing at 4th, will I have enough heals to keep all six of us AND NPCs on their feet by myself? And given that I want to get Wings of Air at 9th (which eats two feats total), what else can I slot into my build to be relevant outside of healing?
Again, new player, so I'm probably missing some obvious things (for example, I still don't get why people say the Shadow patron is so good, and I'm laughably inexperienced when it comes to picking traits and spells and such). Any advice I can get would be most welcome!